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Poll

Predict the winner, yo.

Waterplouf, and the Submarine Eskimos
- 5 (13.5%)
Shadowgandor, and the Descendants of Giant Popsicles
- 0 (0%)
Boksi, and the Climate Change Deniers
- 4 (10.8%)
a1s, and the Recycled Italians
- 0 (0%)
Korbac, and the Japanese Porn Industry
- 12 (32.4%)
Il Palazzo, and the Dreamy Octopi
- 12 (32.4%)
Bluerobin, and the Power Metal Band
- 1 (2.7%)
EuchreJack, and the Best Judea
- 0 (0%)
Karlito, and the Animal Farm
- 3 (8.1%)

Total Members Voted: 37


Pages: 1 ... 33 34 [35] 36 37 ... 65

Author Topic: Dominions 3 Round 9  (Read 82151 times)

Bluerobin

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Oh wow, I've never seen it that low.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Stworca

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Flocking Bell! The game is only 30$ now!? It's only 4 centuries old  :o
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I just ramble incoherently for absolutely no reason.

Waterplouf

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I have a question though for a friend. He wonders if he purchases the game for windows, can he also install it on mac ? Or do he has to buy the game again specifically for mac ?
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Karlito

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Hmmm. I bought the physical CD, which has a version for every operating system and a nifty printed manual. However, it looks like they are no longer selling the CD on GamersFront. Maybe they finally exhausted their existing stock of CDs and manuals? (That'd explain the discount).

Unfortunately, Shrapnel Games is still living in the 90s as far as sales go, so I wouldn't count on also being able to also download the Mac version. However, Dominions 3 is pretty weak in the copy protection department. If your friend buys the game for Mac and then somehow acquires the files for the windows version of the game (I imagine the windows version is easier to find), he'll be able to use his existing game key with that version.
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Il Palazzo

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Hey folks, R'lyeh is computerless again. You might want to postpone the turn a bit more, in case I don't get up and running until Wednesday. I did submit my turn already, but I better resubmit, else our new player( hi, Waterplouf. Nice to have you here) will start his adventure with dom3 by being invaded.
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Karlito

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Alright, uhhhh, let us know when you get the revised turn in. I disabled quickhost for the moment, so you'll have time even if Atlantis submits their turn. Speaking of which, Waterplouf, if you pm me your email address I can get you set up with the turn file. Maybe TempAcc will be kind enough to send you some notes.
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Korbac

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Hey folks, R'lyeh is computerless again. You might want to postpone the turn a bit more, in case I don't get up and running until Wednesday. I did submit my turn already, but I better resubmit, else our new player( hi, Waterplouf. Nice to have you here) will start his adventure with dom3 by being invaded.

You are probably advised to invade me then. :)
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Waterplouf

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So I rapidly looked the game and I have to say it's a bit overwhelming for a beginner  :P.
But well, I think all I need is maybe just a little recap of atlantis strategy.
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Karlito

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Conquer underwater provinces, cast Voice of Tiamat a bunch, use massive gem wealth for ??
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Bluerobin

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First, I'm assuming you probably know about the wiki, but if not, here: http://dom3.servegame.com/wiki/Main_Page

Second, links from the wiki's page on Atlantis to guides written by Baalz (whose guides I like, although they tend to make you feel super psyched up and like you can take on anyone, just know there are counters to every strategy) and someone else for a different perspective. Also, a shrapnel forum thread from someone asking for more help.

Third, look at the OP of this thread, get the mods we're using and get used to them instead of the base game, assuming you want to get up to speed fastest. It's probably best to learn with the base game or just the conceptual balance mod (CBM version 1.94 I think), but learning that and then learning the little things (and bigger end game things) changed by this mod pack will add a bunch of time to your efforts. Just my opinion.

Fourth, another couple useful wiki pages: the page on magic paths (click on the links to get really good, relatively short summaries of what each path is good at), the booster guide for figuring out how to break into magic paths you might not have the best access to (kind of advanced but could be useful; be careful, some of the path requirements for things have been changed by the mod pack, mostly they've been lowered though, as far as I remember), and a short list of common mistakes new players make. If you have more time to read things, I'd recommend the manual (and this list of manual errors) as well as this fairly long FAQ (and here's the shrapnel forum's general guide thread just for giggles).

That's a fair amount of info, but if you find specific questions... well I guess go ahead and ask?
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Waterplouf

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Thanks for the advices and the reading material  ;)
I read one of Baalz guide on atlantis, but I made the mistake to pick the one on MA and not LA  :P

EDIT : I don't find my pretender, I was wondering if there was a way to send me the .2h file ?
« Last Edit: October 22, 2012, 11:18:05 am by Waterplouf »
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Karlito

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The one for your pretender? No, there isn't, and even if there was you wouldn't be able to read it. If you want information about your pretender, you'll have to ask TempAcc.
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Bluerobin

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Alright, so I want to start up Dom3 modding and mapping. I've tracked down the resources I need and understand how to do what I want to do, I just need inspiration and feedback. I'm going to start with a map (and maybe do another map after that and then a mod nation, we'll see how long my motivation keeps up), but I'd like something about it to be at least sort of different, so I'm going to pick your brains!

How do you guys like the caves in the current map? I like the idea of them, but the implementation leaves a little to be desired, in my opinion (it's a little hard/completely impossible without the neighbor-connections filter to figure out what connects to what).

Wraparound or no? It's easy enough to design something for wraparound and have both versions but very difficult to go the other direction, so I'll probably plan for wraparound. If you guys have ideas for why this is good/bad I'd appreciate it.

Fixed start provinces or no? On one hand this makes for more balanced gameplay if you have the right number of people. On the other hand it leaves big gaps if you don't. I'll definitely be marking some provinces (particularly good or bad ones) as no-start either way.

Some provinces prone to have more magic sites than the rest? I like the idea of these and I'll probably use them unless there are multiple votes against them. Just so people know, I think deserts and wastes already have higher magic site probabilities, but there's a province mod tag that increases the chances further. Some maps mark these provinces with landmarks or little stars, so I guess that's another question: If they're included, should these provinces be marked in some way?

Finally, any themes, ideas for landscape shapes, province names, other stuff? I think I'll be using the Cradle of the Gods map as a base for the design elements (like Elmokki uses for his), just so you know. Things I've brainstormed so far (listed roughly from mundane to weird): one large crescent-shaped continent (leads easily to twelve bays being incorporated), two or three large continents with very few connections between them, crater lake of sorts with a large island in the middle (essentially concentric circles of water and land), map that's about half water with a cave system running below the ocean accessible by land and water, terraces of a giant mountain/tree/something else, map that's about 1/3 normal and 1/3 broken apart in some astral explosion and 1/3 tainted with blood magic (exploded part is essentially just floating chunks that would play like an archepelago with little water, tainted part is largely wasteland and blood-oriented sites, possibly some "portals through hell" that work for movement over multiple provinces or something like that, this map would probably have a lot of manually placed sites and thematic names).
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Waterplouf

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turn sent.
After 1-2 game against the IA, the game got much more clearer for me.
When a game is complicated like dominion 3 my problem is that I always read too much annex stuff without playing the game itself and everything seems harder than it is in fact. ::)
Oh and I have a question about the magic sites. I've read that the max level for magic sites is 4. Does that mean that say a death 9 searching for sites will find the same as a death 4 ?
« Last Edit: October 22, 2012, 10:00:33 pm by Waterplouf »
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Karlito

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Oh and I have a question about the magic sites. I've read that the max level for magic sites is 4. Does that mean that say a death 9 searching for sites will find the same as a death 4 ?

Yeah, though I think it may be possible for magic sites to have a higher level through modding. You should note that with remote site searching spells any mage with 2 levels of magic can cast a ritual to do a level 9 search in any province at a small cost in gems, so it's not necessary to have a level 4 death mage to find all the death magic sites.
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